Ejemplo n.º 1
0
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth  = screenWidth;
            graphics.PreferredBackBufferHeight = screenHeight;

            ScreenRectangle = new Rectangle(
                0,
                0,
                screenWidth,
                screenHeight);

            Content.RootDirectory = "Content";

            Components.Add(new InputHandler(this));

            stateManager = new GameStateManager(this);
            Components.Add(stateManager);

            TitleScreen              = new TitleScreen(this, stateManager);
            StartMenuScreen          = new StartMenuScreen(this, stateManager);
            GamePlayScreen           = new GamePlayScreen(this, stateManager);
            CharacterGeneratorScreen = new CharacterGeneratorScreen(this, stateManager);
            LoadGameScreen           = new LoadGameScreen(this, stateManager);
            SkillScreen              = new GameScreens.SkillScreen(this, stateManager);

            stateManager.ChangeState(TitleScreen);

            this.IsFixedTimeStep = false;
            graphics.SynchronizeWithVerticalRetrace = false;
        }
Ejemplo n.º 2
0
        public Game1()
        {
            _graphics       = new GraphicsDeviceManager(this);
            ScreenRectangle = new Rectangle(
                0,
                0,
                ScreenWidth,
                ScreenHeight);
            IsMouseVisible = true;

            Content.RootDirectory = "Content";

            Components.Add(new InputHandler(this));

            _gameStateManager = new GameStateManager(this);
            Components.Add(_gameStateManager);

            _ = new TextureManager();

            TitleScreen              = new TitleScreen(this, _gameStateManager);
            StartMenuScreen          = new StartMenuScreen(this, _gameStateManager);
            GamePlayScreen           = new GamePlayScreen(this, _gameStateManager);
            CharacterGeneratorScreen = new CharacterGeneratorScreen(this, _gameStateManager);
            SkillScreen              = new SkillScreen(this, _gameStateManager);
            LoadGameScreen           = new LoadGameScreen(this, _gameStateManager);
            ConversationScreen       = new ConversationScreen(this, _gameStateManager);
            ShopScreen      = new ShopState(this, _gameStateManager);
            InventoryScreen = new InventoryScreen(this, _gameStateManager);

            _gameStateManager.ChangeState(TitleScreen);

            IsFixedTimeStep = false;
            _graphics.SynchronizeWithVerticalRetrace = false;
        }
Ejemplo n.º 3
0
        private void LoadLoadScreen()
        {
            Texture2D  loadButton      = Content.Load <Texture2D>(@"Images/LoadGame/Load");
            SpriteFont labelSpriteFont = Content.Load <SpriteFont>(@"Fonts/Input");

            _loadGame = new LoadGameScreen(loadButton, labelSpriteFont, _back);
        }
Ejemplo n.º 4
0
 public void openLoadGameMenu()
 {
     _loadGameScreen = _loadGameScreen ?? new LoadGameScreen(this);
     _loadGameScreen.loadPlayerSaves();
     _loadGameScreen.applyIntroTransitions();
     _screenSystem.addScreen(_loadGameScreen);
 }
Ejemplo n.º 5
0
        public Game1()
        {
            FileHandler.writeToFile(systemOptions, @"Content\Data\system_variables.xml", new XmlSerializer(typeof(SystemOptions)));
            systemOptions = FileHandler.readFromFile(@"Content\Data\system_variables.xml", new XmlSerializer(typeof(SystemOptions)));

            new GraphicsDeviceManager(this)
            {
                PreferredBackBufferWidth  = systemOptions.resolutionWidth,
                PreferredBackBufferHeight = systemOptions.resolutionHeight,
                IsFullScreen = systemOptions.fullScreen
            };

            Components.Add(new InputHandler(this));
            stateManager = new GameStateManager(this);
            Components.Add(stateManager);

            screenRectangle         = new Rectangle(0, 0, systemOptions.resolutionWidth, systemOptions.resolutionHeight);
            startMenuScreen         = new StartMenuScreen(this, stateManager);
            Level1                  = new Level1(this, stateManager);
            Level2                  = new Level2(this, stateManager);
            characterCreationScreen = new CharacterCreationScreen(this, stateManager);
            pauseScreen             = new PauseScreen(this, stateManager);
            optionsScreen           = new OptionsScreen(this, stateManager);
            loadGameScreen          = new LoadGameScreen(this, stateManager);
            gameLoseScreen          = new GameLoseScreen(this, stateManager);
            lobbyScreen             = new LobbyScreen(this, stateManager);
            highScoreScreen         = new HighScoresScreen(this, stateManager);

            stateManager.ChangeState(startMenuScreen);
        }
Ejemplo n.º 6
0
        /* The PokemonEngine() constructor initializes all of the important parts of the engine, including managers and screens. */
        public PokemonEngine()
        {
            /* The GraphicsDeviceManager is initialized, and the PreferredBackBuffer properties are set to the constants screenWidth and screenHeight.
             * This means that the engine window will have these dimensions, if possible.
             * The ScreenRectangle is also initialized with a position of zero and the screen width and height. */
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth  = screenWidth;
            graphics.PreferredBackBufferHeight = screenHeight;
            ScreenRectangle = new Rectangle(0, 0, screenWidth, screenHeight);

            /* The two vital components of the engine, the InputHandler and the GameStateManager, are initialized and added to the engine's master component list.
             * Whenever base.Update() and base.Draw() are called from this class, everything on the component list is updated and drawn.
             * Since these classes contain all code for handling input and for drawing the game states, everything will now be updated and drawn properly. */
            Components.Add(new InputHandler(this));
            stateManager = new GameStateManager(this);
            Components.Add(stateManager);

            /* Every screen is initialized. Each has a reference to the engine and the state manager passed in. */
            SplashScreen          = new SplashScreen(this, stateManager);
            StartScreen           = new StartScreen(this, stateManager);
            WorldScreen           = new WorldScreen(this, stateManager);
            CharacterSelectScreen = new CharacterSelectScreen(this, stateManager);
            LoadGameScreen        = new LoadGameScreen(this, stateManager);
            StarterSelectScreen   = new StarterSelectScreen(this, stateManager);
            InventoryScreen       = new InventoryScreen(this, stateManager);
            BattleScreen          = new BattleScreen(this, stateManager);
            SwitchScreen          = new SwitchScreen(this, stateManager);

            /* The state stack is reset and the SplashScreen is pushed on. This means the first thing to appear when the engine is run will be the SplashScreen. */
            stateManager.ChangeState(SplashScreen);

            /* The content root directory is set to the "/Content/" folder, meaning every filename string passed to Content.Load<T>() will start in this folder. */
            Content.RootDirectory = "Content";

            /* Type matchups are initialized in the PkmnUtils class, which creates the type advantage lookup table. */
            PkmnUtils.InitTypeMatchups();

            /* These two settings make the game run as many times per second as it can.
            * They could be changed later depending on how well the engine performs. */
            IsFixedTimeStep = false;
            graphics.SynchronizeWithVerticalRetrace = false;
        }
Ejemplo n.º 7
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            _SpriteBatch          = new SpriteBatch(GraphicsDevice);
            Content.RootDirectory = "Content";
            //ResourceContentManager content = new ResourceContentManager(this.Services, Resources.Resources.ResourceManager);

            //5 - Initialise graphic contents
            ImageManager.InitImageManager(this.GraphicsDevice, this._SpriteBatch);
            FontManager.LoadFonts(Content, null); //TODO

            //6 - Load Screens
            _LoadingGameScreen = new LoadGameScreen(this, this._SpriteBatch);
            _TitleScreen       = new TitleScreen(this, this._SpriteBatch);
            _StageScreen       = new StageScreen(this, this._SpriteBatch);
            _CurrentScreen     = _LoadingGameScreen;

            //7 - Listen for screen changement
            _CurrentScreen.ChangingScreen += new Screen.ChangeScreenEventHandler(OnChangingScreen);

            this.Components.Add(_LoadingGameScreen);
        }
 public void CloseLoad()
 {
     LoadGameScreen.SetActive(false);
 }
 public void OpenLoad()
 {
     LoadGameScreen.SetActive(true);
 }